add option to stop time
This commit is contained in:
parent
a79dfe064c
commit
2fd7797e7d
7
launch
7
launch
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@ -1,12 +1,13 @@
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#!/usr/bin/env bash
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#!/usr/bin/env bash
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executable="$1"
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executable="$1"
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options="$2"
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prime="prime-run"
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prime="prime-run"
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if command -v $prime &> /dev/null
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if command -v $prime &> /dev/null
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then
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then
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echo "launching $executable with nvidia prime offloading"
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echo "launching $executable $options with nvidia prime offloading"
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$prime $executable
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$prime $executable $options
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else
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else
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$executable
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$executable $options
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fi
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fi
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6
makefile
6
makefile
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@ -46,7 +46,11 @@ clean:
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-rm -r $(BIN_DIR)
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-rm -r $(BIN_DIR)
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-rm */*.o
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-rm */*.o
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# TODO: extract run-* out to like, python scripts? arguments can be implemented with argparse to
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# manage simple interface with C binary
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run: $(TARGET)
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run: $(TARGET)
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$(LAUNCH) $(TARGET)
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$(LAUNCH) $(TARGET) 1.0
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run-converge: $(TARGET)
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$(LAUNCH) $(TARGET) 0.0
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.PHONY: run clean
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.PHONY: run clean
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@ -2,10 +2,8 @@
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const float FOVY = 90.0;
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const float FOVY = 90.0;
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void updateCameraUniforms(GLuint shaderProgram, float aspect)
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void updateCameraUniforms(GLuint shaderProgram, float aspect, float t)
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{
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{
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float t = now();
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// wobble up dir
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// wobble up dir
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vec3 cdir, cright, cup;
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vec3 cdir, cright, cup;
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vec3 up = {0.1*sin(t),1.0,0.05*cos(0.5*t)};
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vec3 up = {0.1*sin(t),1.0,0.05*cos(0.5*t)};
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@ -6,4 +6,4 @@
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#include "clock.h"
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#include "clock.h"
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void updateCameraUniforms(GLuint shaderProgram, float aspect);
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void updateCameraUniforms(GLuint shaderProgram, float aspect, float t);
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@ -1,6 +1,6 @@
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#include "clock.h"
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#include "clock.h"
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float now()
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float now(struct Epoch t)
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{
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{
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return (float)SDL_GetTicks() / 1000.0;
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return t.speed * (float)SDL_GetTicks() / 1000.0;
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}
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}
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@ -2,5 +2,10 @@
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#include <SDL2/SDL.h>
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#include <SDL2/SDL.h>
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struct Epoch
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{
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float speed;
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};
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// seconds since program start
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// seconds since program start
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float now();
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float now(struct Epoch e);
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10
src/gfx.c
10
src/gfx.c
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@ -174,16 +174,6 @@ void setVertexAttributes()
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// color
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// color
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, stride, (void*)(3*sizeof(float)));
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, stride, (void*)(3*sizeof(float)));
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(1);
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// uv
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// uv
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, stride, (void*)(6*sizeof(float)));
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, stride, (void*)(6*sizeof(float)));
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glEnableVertexAttribArray(2);
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glEnableVertexAttribArray(2);
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48
src/main.c
48
src/main.c
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@ -10,12 +10,13 @@
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const int WIDTH = 420;
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const int WIDTH = 420;
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const int HEIGHT = 420;
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const int HEIGHT = 420;
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void updateUniforms(GLuint shaderProgram);
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void updateUniforms(GLuint shaderProgram, float t);
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SDL_Window *window;
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SDL_Window *window;
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struct Shaders shaders;
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struct Shaders shaders;
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struct Textures textures;
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struct Textures textures;
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struct Epoch epoch;
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void initialise()
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void initialise()
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{
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{
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@ -32,15 +33,29 @@ void initialise()
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createTextures(WIDTH, HEIGHT, shaders, &textures);
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createTextures(WIDTH, HEIGHT, shaders, &textures);
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}
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}
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int main()
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void parseArgs(int argc, char* argv[], struct Epoch* e)
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{
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{
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// check we have the right number of arguments
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if (argc != 2)
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{
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fprintf(stderr, "usage: oglc TIMESPEED\n");
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}
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sscanf(argv[1], "%f", &(e->speed));
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}
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int main(int argc, char* argv[])
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{
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parseArgs(argc, argv, &epoch);
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initialise();
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initialise();
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float start = now();
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float start = now(epoch);
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int frames;
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int frames;
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for (frames = 0; !checkQuit(); frames++)
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for (frames = 0; !checkQuit(); frames++)
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{
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{
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GLuint shader;
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GLuint shader;
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float t = now(epoch);
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// prepass
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// prepass
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// TODO: write output to different texture than main output
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// TODO: write output to different texture than main output
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@ -48,18 +63,17 @@ int main()
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, textures.g0);
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glBindTexture(GL_TEXTURE_2D, textures.g0);
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glUseProgram(shader);
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glUseProgram(shader);
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updateUniforms(shader);
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updateUniforms(shader, t);
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glDispatchCompute((GLuint)WIDTH, (GLuint)HEIGHT, 1);
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glDispatchCompute((GLuint)WIDTH, (GLuint)HEIGHT, 1);
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// make sure we're finished writing to the texture before trying to read it
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// make sure we're finished writing to the texture before trying to read it
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glMemoryBarrier(GL_ALL_BARRIER_BITS);
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glMemoryBarrier(GL_ALL_BARRIER_BITS);
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// dispatch compute shaders
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shader = shaders.lighting;
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shader = shaders.lighting;
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, textures.target);
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glBindTexture(GL_TEXTURE_2D, textures.target);
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glUseProgram(shader);
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glUseProgram(shader);
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updateUniforms(shader);
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updateUniforms(shader, t);
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//int loc = glGetUniformLocation(shader, "_g0");
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//int loc = glGetUniformLocation(shader, "_g0");
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//glUniform1i(loc, textures.g0);
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//glUniform1i(loc, textures.g0);
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glDispatchCompute((GLuint)WIDTH, (GLuint)HEIGHT, 1);
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glDispatchCompute((GLuint)WIDTH, (GLuint)HEIGHT, 1);
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// make sure we're finished writing to the texture before trying to read it
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// make sure we're finished writing to the texture before trying to read it
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glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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// TODO: frame blending
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//
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// before we get to our normal rendering pass we need to blend our samples
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// across multiple frames. to do this, we should maintain an accumulation
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// buffer where we can store pixel data while a new frame is being generated.
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// this can be a collection of two buffers, where one is written to and the
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// other is read from. to render a new frame, the newly sampled raw frame can
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// be combined with data from the previous frame. by repeatedly taking the
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// average over a large number of frames a cleaner image can be generated.
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// this is most effective for static images, and will produce motion blur on
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// a moving image.
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// normal drawing pass
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// normal drawing pass
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shader = shaders.quad;
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shader = shaders.quad;
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glUseProgram(shader);
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glUseProgram(shader);
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SDL_GL_SwapWindow(window);
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SDL_GL_SwapWindow(window);
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}
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}
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float elapsed = now()-start;
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float elapsed = now(epoch)-start;
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printf("%d frames in %fs [%f fps]\n",
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printf("%d frames in %fs [%f fps]\n",
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frames,
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frames,
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elapsed,
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elapsed,
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return 0;
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return 0;
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}
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}
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void updateUniforms(GLuint shaderProgram)
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void updateUniforms(GLuint shaderProgram, float t)
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{
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{
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// update random values
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// update random values
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vec4 seed =
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vec4 seed =
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int loc = glGetUniformLocation(shaderProgram, "_seed");
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int loc = glGetUniformLocation(shaderProgram, "_seed");
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glUniform4fv(loc, 1, seed);
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glUniform4fv(loc, 1, seed);
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// update time
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float t = now();
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float sin_t = sin(t);
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float sin_t = sin(t);
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loc = glGetUniformLocation(shaderProgram, "_t");
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loc = glGetUniformLocation(shaderProgram, "_t");
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glUniform4f(loc, t, sin_t, (1.0 + sin_t)*0.5, 0.0f);
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glUniform4f(loc, t, sin_t, (1.0 + sin_t)*0.5, 0.0f);
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// update camera
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// update camera
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float aspect = (float)WIDTH/(float)HEIGHT;
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float aspect = (float)WIDTH/(float)HEIGHT;
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updateCameraUniforms(shaderProgram, aspect);
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updateCameraUniforms(shaderProgram, aspect, t);
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// make and update spheres
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// make and update spheres
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const int sphereCount = 42;
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const int sphereCount = 42;
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struct Sphere spheres[sphereCount];
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struct Sphere spheres[sphereCount];
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makeSpheres(spheres, sphereCount);
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makeSpheres(spheres, sphereCount, t);
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updateSphereUniforms(shaderProgram, spheres, sphereCount);
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updateSphereUniforms(shaderProgram, spheres, sphereCount);
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}
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}
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#include "sphere.h"
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#include "sphere.h"
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void makeSpheres(struct Sphere *spheres, int count)
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void makeSpheres(struct Sphere *spheres, int count, float t)
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{
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{
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//float t = time();
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vec3 albedos[] =
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vec3 albedos[] =
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{
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{
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{0.0,0.0,1.0},
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{0.0,0.0,1.0},
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float x;
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float x;
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vec3 sc = {0.0,0.0,1.0};
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vec3 sc = {0.0,0.0,1.0};
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float t = now();
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for (int i = 0; i < count; i++)
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for (int i = 0; i < count; i++)
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{
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{
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x = 2.0*CGLM_PI * (float)i/(float)count;
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x = 2.0*CGLM_PI * (float)i/(float)count;
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@ -16,7 +16,7 @@ struct Sphere
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int material;
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int material;
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};
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};
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void makeSpheres(struct Sphere *spheres, int count);
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void makeSpheres(struct Sphere *spheres, int count, float t);
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struct Sphere makeSphere(vec3 center, float radius, vec3 albedo, int material);
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struct Sphere makeSphere(vec3 center, float radius, vec3 albedo, int material);
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//void updateSphereUniform(GLuint shaderProgram, struct Sphere sphere);
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//void updateSphereUniform(GLuint shaderProgram, struct Sphere sphere);
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void updateSphereUniforms(GLuint shaderProgram, struct Sphere *spheres, int count);
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void updateSphereUniforms(GLuint shaderProgram, struct Sphere *spheres, int count);
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